Prev: F4CB Up: Map Next: F52E
F4CC: Make ALBERT keep an eye out for ERIC during lessons
The address of this continual subcommand routine is placed into bytes 0x17 and 0x18 of ALBERT's buffer by command list 0x4C. Makes ALBERT raise his arm and alert MR WACKER if ERIC enters the 'danger zone' (within 6 spaces to the left of ALBERT). Also makes ALBERT lower his arm if ERIC leaves the danger zone.
Input
H 0xCD (ALBERT)
F4CC LD L,$00 Point HL at byte 0x00 of ALBERT's buffer
F4CE LD A,(HL) A=ALBERT's animatory state
F4CF OR $FA Is ALBERT midstride or lying on his back?
F4D1 RET PO Return if so
F4D2 LD DE,($D201) Collect ERIC's coordinates in DE
F4D6 LD A,D A=ERIC's y-coordinate
F4D7 CP $0E Is ERIC above the level of the stage?
F4D9 JR C,$F4EA Jump if so
F4DB LD A,E A=ERIC's x-coordinate
F4DC CP $60 Is ERIC inside the boys' skool?
F4DE JR C,$F4EA Jump if so
F4E0 LD L,$01 Point HL at byte 0x01 of ALBERT's buffer
F4E2 CP (HL) Is ERIC to the left of ALBERT?
F4E3 JR NC,$F4EA Jump if not
F4E5 ADD A,$06 Is ERIC within 6 spaces to the left of ALBERT?
F4E7 CP (HL)
F4E8 JR NC,$F4F7 Jump if so
ERIC's not in the danger zone. Make ALBERT lower his arm if he has it raised.
F4EA LD L,$00 Point HL at byte 0x00 of ALBERT's buffer
F4EC LD A,(HL) A=ALBERT's animatory state
F4ED CP $7F 0x7F: Is ALBERT facing left with his arm up?
F4EF RET NZ Return if not
F4F0 POP BC Drop the return address (6357) from the stack
F4F1 POP BC Drop the character buffer reference used by the routine at 62D0
F4F2 LD A,$78 0x78: ALBERT facing left, standing, with his arm down
F4F4 JP $F3F4 Update ALBERT's animatory state and SRB
ERIC is in the danger zone near ALBERT.
F4F7 DEC L L=0x00
F4F8 POP BC Drop the return address (6357) from the stack
F4F9 POP BC Drop the character buffer reference used by the routine at 62D0
F4FA BIT 7,(HL) Is ALBERT facing right?
F4FC JP NZ,$6430 Turn ALBERT round if so
F4FF LD A,$7F 0x7F: ALBERT facing left with his arm up
F501 CP (HL) Is ALBERT already holding ERIC back?
F502 RET Z Return if so
F503 CALL $F3F4 Make ALBERT put his arm up and update the SRB
F506 LD HL,$7F80 7F80 holds various game status flags
F509 BIT 1,(HL) Is MR WACKER already looking for ERIC in order to expel him?
F50B JR NZ,$F51E Jump if so
F50D BIT 2,(HL) Is MR WACKER already looking for the truant ERIC?
F50F JR NZ,$F51E Jump if so
F511 SET 2,(HL) Signal: MR WACKER is looking for the truant ERIC
F513 LD HL,$C81B Place the address of the command list at F52E into bytes 0x1B and 0x1C of MR WACKER's buffer; this command list contains a single entry: the address of the routine at 7D36
F516 LD (HL),$2E
F518 INC L
F519 LD (HL),$F5
F51B INC L Set bit 0 of byte 0x1D of MR WACKER's buffer, triggering a command list restart (at F52E)
F51C SET 0,(HL)
F51E LD H,$CD 0xCD=ALBERT
F520 CALL $7400 Determine the coordinates at which to print ALBERT's exclamation
F523 CALL $6A8C Save the area of the screen that will be overwritten by the message box
F526 LD BC,$6232 B=0x62 (MR WACKER^HE'S ESCAPING), C=0x32 (INK 2: PAPER 6)
F529 LD A,$02 The border colour will be red
F52B JP $7473 Make ALBERT sound the alarm
Prev: F4CB Up: Map Next: F52E